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/**************************************************************************
*
* Copyright 2009 VMware, Inc.
* All Rights Reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the
* "Software"), to deal in the Software without restriction, including
* without limitation the rights to use, copy, modify, merge, publish,
* distribute, sub license, and/or sell copies of the Software, and to
* permit persons to whom the Software is furnished to do so, subject to
* the following conditions:
*
* The above copyright notice and this permission notice (including the
* next paragraph) shall be included in all copies or substantial portions
* of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
* IN NO EVENT SHALL VMWARE AND/OR ITS SUPPLIERS BE LIABLE FOR
* ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*
**************************************************************************/
#include "util/u_framebuffer.h"
#include "util/u_math.h"
#include "util/u_memory.h"
#include "util/u_inlines.h"
#include "util/u_simple_list.h"
#include "lp_scene.h"
#include "lp_scene_queue.h"
#include "lp_fence.h"
/** List of texture references */
struct texture_ref {
struct pipe_resource *texture;
struct texture_ref *prev, *next; /**< linked list w/ u_simple_list.h */
};
/**
* Create a new scene object.
* \param queue the queue to put newly rendered/emptied scenes into
*/
struct lp_scene *
lp_scene_create( struct pipe_context *pipe,
struct lp_scene_queue *queue )
{
unsigned i, j;
struct lp_scene *scene = CALLOC_STRUCT(lp_scene);
if (!scene)
return NULL;
scene->pipe = pipe;
scene->empty_queue = queue;
for (i = 0; i < TILES_X; i++) {
for (j = 0; j < TILES_Y; j++) {
struct cmd_bin *bin = lp_scene_get_bin(scene, i, j);
bin->commands.head = bin->commands.tail = CALLOC_STRUCT(cmd_block);
}
}
scene->data.head =
scene->data.tail = CALLOC_STRUCT(data_block);
make_empty_list(&scene->resources);
pipe_mutex_init(scene->mutex);
return scene;
}
/**
* Free all data associated with the given scene, and the scene itself.
*/
void
lp_scene_destroy(struct lp_scene *scene)
{
unsigned i, j;
lp_scene_reset(scene);
for (i = 0; i < TILES_X; i++)
for (j = 0; j < TILES_Y; j++) {
struct cmd_bin *bin = lp_scene_get_bin(scene, i, j);
assert(bin->commands.head == bin->commands.tail);
FREE(bin->commands.head);
bin->commands.head = NULL;
bin->commands.tail = NULL;
}
FREE(scene->data.head);
scene->data.head = NULL;
pipe_mutex_destroy(scene->mutex);
FREE(scene);
}
/**
* Check if the scene's bins are all empty.
* For debugging purposes.
*/
boolean
lp_scene_is_empty(struct lp_scene *scene )
{
unsigned x, y;
for (y = 0; y < TILES_Y; y++) {
for (x = 0; x < TILES_X; x++) {
const struct cmd_bin *bin = lp_scene_get_bin(scene, x, y);
const struct cmd_block_list *list = &bin->commands;
if (list->head != list->tail || list->head->count > 0) {
return FALSE;
}
}
}
return TRUE;
}
/* Free data for one particular bin. May be called from the
* rasterizer thread(s).
*/
void
lp_scene_bin_reset(struct lp_scene *scene, unsigned x, unsigned y)
{
struct cmd_bin *bin = lp_scene_get_bin(scene, x, y);
struct cmd_block_list *list = &bin->commands;
struct cmd_block *block;
struct cmd_block *tmp;
assert(x < TILES_X);
assert(y < TILES_Y);
for (block = list->head; block != list->tail; block = tmp) {
tmp = block->next;
FREE(block);
}
assert(list->tail->next == NULL);
list->head = list->tail;
list->head->count = 0;
}
/**
* Free all the temporary data in a scene. May be called from the
* rasterizer thread(s).
*/
void
lp_scene_reset(struct lp_scene *scene )
{
unsigned i, j;
/* Free all but last binner command lists:
*/
for (i = 0; i < TILES_X; i++) {
for (j = 0; j < TILES_Y; j++) {
lp_scene_bin_reset(scene, i, j);
}
}
assert(lp_scene_is_empty(scene));
/* Free all but last binned data block:
*/
{
struct data_block_list *list = &scene->data;
struct data_block *block, *tmp;
for (block = list->head; block != list->tail; block = tmp) {
tmp = block->next;
FREE(block);
}
assert(list->tail->next == NULL);
list->head = list->tail;
list->head->used = 0;
}
/* Release texture refs
*/
{
struct resource_ref *ref, *next, *ref_list = &scene->resources;
for (ref = ref_list->next; ref != ref_list; ref = next) {
next = next_elem(ref);
pipe_resource_reference(&ref->resource, NULL);
FREE(ref);
}
make_empty_list(ref_list);
}
lp_fence_reference(&scene->fence, NULL);
scene->scene_size = 0;
scene->has_color_clear = FALSE;
scene->has_depthstencil_clear = FALSE;
}
struct cmd_block *
lp_bin_new_cmd_block( struct cmd_block_list *list )
{
struct cmd_block *block = MALLOC_STRUCT(cmd_block);
if (block) {
list->tail->next = block;
list->tail = block;
block->next = NULL;
block->count = 0;
}
return block;
}
struct data_block *
lp_bin_new_data_block( struct data_block_list *list )
{
struct data_block *block = MALLOC_STRUCT(data_block);
if (block) {
list->tail->next = block;
list->tail = block;
block->next = NULL;
block->used = 0;
}
return block;
}
/**
* Return number of bytes used for all bin data within a scene.
* This does not include resources (textures) referenced by the scene.
*/
unsigned
lp_scene_data_size( const struct lp_scene *scene )
{
unsigned size = 0;
const struct data_block *block;
for (block = scene->data.head; block; block = block->next) {
size += block->used;
}
return size;
}
/** Return number of bytes used for a single bin */
unsigned
lp_scene_bin_size( const struct lp_scene *scene, unsigned x, unsigned y )
{
struct cmd_bin *bin = lp_scene_get_bin((struct lp_scene *) scene, x, y);
const struct cmd_block *cmd;
unsigned size = 0;
for (cmd = bin->commands.head; cmd; cmd = cmd->next) {
size += (cmd->count *
(sizeof(lp_rast_cmd) + sizeof(union lp_rast_cmd_arg)));
}
return size;
}
/**
* Add a reference to a resource by the scene.
*/
void
lp_scene_add_resource_reference(struct lp_scene *scene,
struct pipe_resource *resource)
{
struct resource_ref *ref = CALLOC_STRUCT(resource_ref);
if (ref) {
struct resource_ref *ref_list = &scene->resources;
pipe_resource_reference(&ref->resource, resource);
insert_at_tail(ref_list, ref);
}
scene->scene_size += llvmpipe_resource_size(resource);
}
/**
* Does this scene have a reference to the given resource?
*/
boolean
lp_scene_is_resource_referenced(const struct lp_scene *scene,
const struct pipe_resource *resource)
{
const struct resource_ref *ref_list = &scene->resources;
const struct resource_ref *ref;
foreach (ref, ref_list) {
if (ref->resource == resource)
return TRUE;
}
return FALSE;
}
/** advance curr_x,y to the next bin */
static boolean
next_bin(struct lp_scene *scene)
{
scene->curr_x++;
if (scene->curr_x >= scene->tiles_x) {
scene->curr_x = 0;
scene->curr_y++;
}
if (scene->curr_y >= scene->tiles_y) {
/* no more bins */
return FALSE;
}
return TRUE;
}
void
lp_scene_bin_iter_begin( struct lp_scene *scene )
{
scene->curr_x = scene->curr_y = -1;
}
/**
* Return pointer to next bin to be rendered.
* The lp_scene::curr_x and ::curr_y fields will be advanced.
* Multiple rendering threads will call this function to get a chunk
* of work (a bin) to work on.
*/
struct cmd_bin *
lp_scene_bin_iter_next( struct lp_scene *scene, int *bin_x, int *bin_y )
{
struct cmd_bin *bin = NULL;
pipe_mutex_lock(scene->mutex);
if (scene->curr_x < 0) {
/* first bin */
scene->curr_x = 0;
scene->curr_y = 0;
}
else if (!next_bin(scene)) {
/* no more bins left */
goto end;
}
bin = lp_scene_get_bin(scene, scene->curr_x, scene->curr_y);
*bin_x = scene->curr_x;
*bin_y = scene->curr_y;
end:
/*printf("return bin %p at %d, %d\n", (void *) bin, *bin_x, *bin_y);*/
pipe_mutex_unlock(scene->mutex);
return bin;
}
void lp_scene_begin_binning( struct lp_scene *scene,
struct pipe_framebuffer_state *fb )
{
assert(lp_scene_is_empty(scene));
util_copy_framebuffer_state(&scene->fb, fb);
scene->tiles_x = align(fb->width, TILE_SIZE) / TILE_SIZE;
scene->tiles_y = align(fb->height, TILE_SIZE) / TILE_SIZE;
assert(scene->tiles_x <= TILES_X);
assert(scene->tiles_y <= TILES_Y);
}
void lp_scene_rasterize( struct lp_scene *scene,
struct lp_rasterizer *rast )
{
if (0) {
unsigned x, y;
debug_printf("rasterize scene:\n");
debug_printf(" data size: %u\n", lp_scene_data_size(scene));
for (y = 0; y < scene->tiles_y; y++) {
for (x = 0; x < scene->tiles_x; x++) {
debug_printf(" bin %u, %u size: %u\n", x, y,
lp_scene_bin_size(scene, x, y));
}
}
}
/* Enqueue the scene for rasterization, then immediately wait for
* it to finish.
*/
lp_rast_queue_scene( rast, scene );
/* Currently just wait for the rasterizer to finish. Some
* threading interactions need to be worked out, particularly once
* transfers become per-context:
*/
lp_rast_finish( rast );
util_unreference_framebuffer_state( &scene->fb );
/* put scene into the empty list */
lp_scene_enqueue( scene->empty_queue, scene );
}
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